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How to build asset bundle without dependencies?
I have a 3D model with textures, and there are 2 prefab this model, but with different parameters. How do I build a asset bundle so that the 3d model and textures used in the first prefab?
BuildAssetBundleOptions.CollectDependencies not what you need, it just removes the dependence of the build and turns empty prefab without 3D models and textures.
Answer by lertlove · Nov 03, 2014 at 05:19 AM
This instruction might help. http://docs.unity3d.com/ScriptReference/BuildPipeline.BuildAssetBundle.html
[MenuItem("Assets/Build AssetBundle From Selection - No dependency tracking")] static void ExportResourceNoTrack () { // Bring up save panel string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d"); if (path.Length != 0) { // Build the resource file from the active selection. BuildPipeline.BuildAssetBundle(Selection.activeObject, Selection.objects, path); } }
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